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DF Modding / Re: Plants growing things besides fruit?
« on: September 13, 2019, 06:39:07 am »What if I want a tree to grow swords?Remake elven growing trees?
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What if I want a tree to grow swords?Remake elven growing trees?
For one site add just cave, like kobolds. One megabeast will kill them.Still trying to get my civ to die out in world-gen.
I tried:
- Removing the baby and children tag. (ignored in worldgen)
- Orientation that makes them asexual/homosexual. (ignored in worldgen)
- Only male, only female or only genderless caste. (worldgen hangs in a loop, won't place civ)
Can't make their max-age super low, because they should still be playable in fort mode. Guess a weird workaround would be maxage:1 and a self-targetted interaction that adds AGELESS.
I just want a civ that gets no migrants, that's all. Argh, this was so easy in 34.11. ^^
(Dfhacks "hermit enable" could work, though also blocks all caravans, FBs, etc)
I've tried too. Best I could get was a single-site civ, but the only way it works is if it's mountains start biome only, dwarf fortress, and no settlement biomes. And sometimes the daft bastards don't get the memo and survive world gen despite the lack of other sites and small population.
You can set the pop caps in the d_init file to less than 7, which will also prevent migrant arrival, but for every civ, and you have to restart the game to change it.
Only creatures with the [PET] token are tamable, civ has nothing to do with it - wild trolls would still be hostile.Even if I add creature to civ pets by animal definition?
So if I embark as goblins, can I tame wild trolls? Will wild trolls be agressive to my goblins?Is slow_learner tameable in fortress mode by civ with use_evil_animals?
underground evil slowlearner is a special case: https://dwarffortresswiki.org/index.php/DF2014:Creature_token#SLOW_LEARNER
"Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].Verify Used by a number of 'primitive' creatures (like ogres, giants and troglodytes) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with [EVIL] will become servants of goblins in their civilizations, in the style of trolls."
Still trying to get my civ to die out in world-gen.Make child age bigger than death age.
I tried:
- Removing the baby and children tag. (ignored in worldgen)
- Orientation that makes them asexual/homosexual. (ignored in worldgen)
- Only male, only female or only genderless caste. (worldgen hangs in a loop, won't place civ)
Can't make their max-age super low, because they should still be playable in fort mode. Guess a weird workaround would be maxage:1 and a self-targetted interaction that adds AGELESS.
I just want a civ that gets no migrants, that's all. Argh, this was so easy in 34.11. ^^
(Dfhacks "hermit enable" could work, though also blocks all caravans, FBs, etc)
i dont understand the question being asked. Are you asking how to embark using dfhack? or how to guarantee a mead hall is prebuilt on your map when you embark? Or the best way to thrive with a mead hall prebuilt?I just want see buildings in sites when I embark on site.
idgi
I did a public game wherein I embarked on a goblin tomb in a 1000 year old game with extinct dwarves. Necromancers came to visit, and mummy curses were had. Flooding of the hospital happened, and forgotten beast dust murdered half my fort. And my framerate. that died pretty hard too. The goblins themselves also came by, at the end. As did the humies. Knights came to seek revenge on us when we murdered their vampire liaison.
For a game set in a version when randomly generated sieges didnt happen, I was pretty satisfied with the action.
Why do you sound like a kobold?Beause you hear like a kobold.
Technically, the currency values in Dwarf Fortress aren't some arbitrary numbers. The values of 1 for copper, 5 for silver, and 15 for gold are based on half the value of the given material's material multiplier (copper is 2x, silver is 10x, gold is 30x). Though this currency value is just the one used for Adventure Mode, in Fortress Mode coins get treated as an item rather than a form of currency: a stack of coins (created in batches of 500) are worth 10 x Material value. So for example, a single gold coin in fortress mode would be worth 10 x 30 / 500 = 0.6 dwarfbucks.If this is just half of material value, I will make new currency system based on material values.
Just something to consider based on what mode you're making these changes for, not that currency really has to reflect the material's actual value (though as in real life, currency that's worth more as a material than what it economically represents usually gets used as a material instead)
Probably, not so large amount of biomes in goblin settlements. But I want goblins with all this creatures.Pardon my curiosity, what'll be this world for? If you're willing to share...
I'm guessing, a very specific fetish.
Seems like a tall order, friend. There are some tools for influencing the world a bit more than just randomly generating, but I don't think they can reach this without a significant amount of luck.
They'll develop skills normally except when under the influence of the intelligence removing interaction. Not sure what else you could mean regarding skills here...After unintelligence period they have skills from period before interaction?
An on-self only cleaning interaction that makes them unintelligent for a week or so once every six months or something. The remove intelligence tag should only last couple weeks or whatever time frame will be necessary, but a second attached component like a small attribute bonus can be added that lasts the full six or so months. If the interaction has cannot_target_if_already_affected, then they won't be eligible again until the longer syndrome effect times out. This way they can be occasionally milked, but spend most of their time working as normal. Not sure if there would be any other side effects to this. They'll probably cancel, but not suspend, any job they were working on whenever they used the interaction on themselves.What about skills?